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Sabre-TLA

DLC Campaign Creators
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Everything posted by Sabre-TLA

  1. It looks like you are doing everything correctly but without a trk file to watch it's hard to say. Have you tried dropping when directly over the target? The flares tend to drop straight down so dropping them earlier might put them outside the trigger zone. Do you hear the pilot say "2 away" when the flares drop? If not then try holding the pickle button down longer. You could also try a DCS Repair. That's corrected trigger issues for others in the past. Does it happen in both the campaign and practice missions or just one of the them? We will retest the missions and see if we can reproduce it.
  2. It's not a campaign issue but a game engine bug still under investigation. Appears to only be a problem when the Hornet is on the Red Forces side (as we have done with our Aggressor units). Work around is as Panther reported above or BigNewy's post here. Here is the thread where the issue is being tracked.
  3. The docs say to park in spot 42 which is the spot in the north west corner of the airfield. If another A-10 is already there then that could be a problem. Will retest and see if the AI has decided to take our "reserved" parking space.
  4. The join trigger that stops the orbit kicks in when you get real close so you could try and match speed from further away and then try and time it so that he is pointing North towards the next waypoint when you get close to him. That way you will only have to manage a speed change and not a break turn as well. It really depends on when the join trigger is activated that breaks the orbit and sends him on the rest of the flight plan.
  5. Necro post - that was 3 years ago. Are you having problems with the missions now?
  6. There is an old thread somewhere in the forums where some A-10 SMEs were talking about the altimeter setting and they indicated that real A-10 pilots do not change the setting but leave it at 2992. So all our A-10 missions are designed to be flown with the setting like that (which is the default the plane starts in). If you fly within the altitudes as indicated in the briefings with the 2992 setting you won't encounter any altitude block violations. I'll post a link to the thread if I can find it again.
  7. Hard to say without seeing a trk file of your flight. You can compare your attempt to Recon Stewart's video. If you killed the target and heard Chevy's FOXTROT message indicating the SOF team is ready for pickup then when you get to WP Alpha the FE should request clearance. Then you exit the MOA after that. If it continues and you are certain to be within the MOA boundaries then I suggest a DCS Repair or uninstall and reinstall the campaign. This has been known to correct trigger issues for most users.
  8. Did they drop flares when you launched? That's what we noticed and it appeared they were defensive and delayed their head on missile shot. Still an extremely tough mission with the current AI and game engine. Our update will reduce the skill for the AI from excellent to average and in testing so far we can defeat them now. The campaign will continue if you don't pass the mission so if you are getting frustrated try some of the others and come back to it later.
  9. Try holding the pickle button down longer when right over the targets. The game engine needs a few seconds to register the key presses. You should hear 'Two Away' to indicate 2 flares were dropped, then 'Well Done, Target in Sight" if you dropped according to the parameters when right over the target (and held the release button down long enough).
  10. Go max thrust as soon as you can and then try not to pull too hard on the stick. With practice you will find there is a sweet spot where if you pull past it you then lose speed quickly. Speed is essential to maintaining control and if you are too aggressive you lose the ability to make the half loop.
  11. We retested this mission this morning and agree it's become very difficult with the current AI and missile game engine logic. You can put them on defensive before the merge if you launch at them without a tone. Also if you go low you might be able to get under them and then behind them. In our testing the wingman would engage but routinely got killed more times than not (even with the wingman skill equivalent to the MiG skill = excellent). We have some updates for the ACM campaign so will reduce the AI setting on the MiGs to try and make it a fairer fight for most users.
  12. Unfortunately that's not realistic unless the smoke is used to mark a target. The more advanced fighters have better nav so it's only an issue with the F-5E. If you scan the ground when close to INDIA you will see there is a small hill that you can use as a visual reference. The trigger for READY fires when you are within 5nm of it. Use Rachel and the Farms as a way to orient yourself and it's easy to get back to the waypoint even without using the TACAN.
  13. As a player you can control when you drop your tanks (we will add them to the practice missions) however we can't control the AI drop tank behavior unless we script them to ignore all threats but then they wouldn't be much fun as targets.
  14. We have some updates to include soon so we will add the radio pre-sets to the missions.
  15. Looking at the triggers the terminate calls for altitude are likely because you are breaking the pattern altitude before you have landing clearance from the tower. If you stay in the pattern until you are within 5nm from the end of the runway then you should be in the zone that sets the flag to disable the pattern altitude failure trigger. The tests for Glideslope and speed are done after that. We will retest the missions again to see if recent updates have changed the behavior but this is what the current triggers appear to be doing. This is to simulate the chance that you don't get tower clearance and need to stay in the pattern longer. We plan on making updates to the whole package so we will see what we can do improve the way this mission plays and the information needed to pass it. Please continue to report any issues or problems so we can investigate and correct them. Thanks.
  16. Yep! Noticed that in the FA-18C BFM campaign and porting the fixes to this campaign. Will add some details to the briefing to help locate the tankers.
  17. The Campaign progression is based on the final score but I believe once you say 'READY' then if you don't complete the mission it will move to the next mission (assuming that you did intend to fly the mission). You can manually edit your logbook to revert back to the previous mission. Use NOTEPAD ++ to make any changes and take a backup copy first. Alternatively you can email us your logbook.lua to mapleflagmissions@gmail.com and we will edit it for you. You can also play Mission 2 again by opening the mission file directly in the Mission Editor. Point the file browser at the path where the campaign is installed and then you can select any of the practice or campaign missions. Email us at mapleflagmissions@gmail.com if you have further questions or issues or post to the forums. Thanks for supporting our work.
  18. Thanks for the feedback. We did want to go up against both the Aussies and Canadians so those could be considered ACT instead of DACT missions. We can update those missions to represent that. As new planes are added to DCS we will consider growing the mission set. We will be making more use of the PRESET radio settings and will update the mission data cards with the settings for the tankers, Nellis Tower and others. We will also consider adding some additional traffic around Nellis if you decide to fly back. Let us know if there are any other changes desired.
  19. Ok we will update the missions to provide a 15 min STEP to Takeoff time. The VTR - check I believe that means the HUD Tape (Video Tape Recorder).
  20. We noticed that too after a recent game engine update and have a fix - we just need time to port it back. Will correct in a future update.
  21. It's no worry if you miss your takeoff time and take a longer start-up. UZI 2-1 (AI) will circle waypoint 2 until the player is airborne and the engagements won't start until you are at the range and call 'READY'. We needed to get the AI airborne before the player so it's timed off the autostart. Are you saying you would like to see a 15 min STEP to Takeoff time? Getting earlier to the range won't be a problem either (if you choose to use the autostart).
  22. There is Recon Stewart's video as a comparison but we recommend flying fast and as low as possible and drop the countermeasures frequently (in fact you can turn them on to auto when getting to the SAM area) but they will deplete quickly. Here is Recon Stewart's video:
  23. Thanks for the feedback. We will consider the changes for the next update. With respect to unlimited guns we decided it would be less frustrating for new users. You can always count the number of 3 sec bursts and call "Terminate" when you think you are empty.
  24. Yes there were some updates made a few months back so make sure you are updated to the latest DCS patched version. Drop below 6000' or a little lower but stay above the hard deck (5000') if you can. Drop your flares when right over the target/wp. The flares have a parachute that deploys quickly so they tend to drop straight down. If you try and use the CCRP references they usually won't work. Plus don't forget to hold the pickle button down for a few seconds (until you hear the pilot speak) to get the key press to register in the game engine.
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